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  1. Home
  2. Features
  3. Ticketing + check-in
  4. Immersive Experiences
Ticketing + check-in · Immersive Experiences

Ticketing + check-in for Immersive Experiences.

Issue, track, and scan tickets — with an offline-first scan queue and sub-100ms response at the gate. Immersive runs live or die by seconds. We handle the operations — timed entries, per-zone capacity, cast and crew scheduling — so your team stays in the experience, not the spreadsheet.

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How It Shows Up

What Immersive Experiences Teams Run On Ticketing + check-in.

Issue in ATLVS — Generate tickets by allocation, by persona, with QR codes ready to go. On immersive experiences jobs, this shows up as installations, walk-throughs, pop-ups.

Scan in COMPVSS — Phone camera. Sub-100ms scan response. Four clear result states. On immersive experiences jobs, this shows up as installations, walk-throughs, pop-ups.

Zero duplicates — Every ticket scans exactly once, even with multiple gates scanning under pressure. On immersive experiences jobs, this shows up as installations, walk-throughs, pop-ups.

Offline queue — Scans queue on the device and replay in order when the network returns. On immersive experiences jobs, this shows up as installations, walk-throughs, pop-ups.

Industry Outcomes

What Changes For Immersive Experiences Operators.

Immersive Experiences demand operations software that respects narrative pacing — timed-entry scheduling, per-zone staffing, capacity ceilings, role-specific guides, and an advancing system that treats every act as its own discipline.

  • Timed-entry scheduling with enforced capacity ceilings
  • Per-zone staffing grid with role, shift, and break tracking
  • Cast and crew scheduling separated from front-of-house
  • Per-ticket scan with immediate capacity decrement
  • Incident reports with chain-of-custody for compliance
  • Per-actor KBYG with safety protocols and character bible

The Ticketing + check-in Feature Set.

The same primitives that ship in our Ticketing + check-in module — applied to immersive experiences workflows.

Issue in ATLVS

Generate tickets by allocation, by persona, with QR codes ready to go.

Scan in COMPVSS

Phone camera. Sub-100ms scan response. Four clear result states.

Zero duplicates

Every ticket scans exactly once, even with multiple gates scanning under pressure.

Offline queue

Scans queue on the device and replay in order when the network returns.

Scan history

Every attempt captured with result and scanner identity.

Rate limited

Abuse protection without getting in the way of legitimate traffic.

Run Ticketing + check-in On Immersive Experiences Production.

Sign up free for small teams. Per-org pricing the rest of the way up.

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Ticketing + check-in for Immersive Experiences · FAQ

What's the scan latency?
Sub-100ms server-side. A typical US cell connection adds 200-400ms end to end. Offline scans are instant locally.
How do we handle refunded tickets?
Void them in ATLVS. A subsequent scan resolves as voided, not accepted — and the scanner sees a clear denial.
Can we enforce hard capacity per zone?
Yes. Each zone has a maximum headcount. The scanner refuses entries that would exceed it, routes the guest to waitlist, and promotes when someone exits.
Can we publish a separate guide for cast vs. front-of-house?
Yes. KBYG guides are per-persona. Cast sees blocking, cue notes, and safety drills. Front-of-house sees guest flow, FAQ, and emergency procedures.
How are incidents handled?
One-tap from the field. GPS, photo, and reporter captured automatically. The report routes to the safety lead, and the audit log preserves chain-of-custody for insurance.

Other Modules For Immersive Experiences.

One database. Every module reads from the same record.

Office ConsoleStakeholder PortalsField Mobile AppAI assistantFinanceProcurementProductionComplianceInteractive ProposalsEvent Guides (KBYG)Advancing

Ticketing + check-in For Other Industries.

Live EventsConcertsFestivals & ToursBrand ActivationsCorporate EventsTheatrical PerformancesBroadcast, TV & Film

ATLVS Is Open.

Free, forever, for small teams. Per-org pricing the rest of the way up.

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